Remnant is the high fantasy, magitech world of RWBY, with airships, gadgets, high-tech weaponry and a form of natural energy called Dust, existing side by side.

According to information provided in Episode 1, darkness used to cover all the land. Mankind was born from dust and had to battle against creatures of darkness, known as the Grimm. According to the legend, darkness at first was intent on wiping out mankind's brief existence, but man discovered a power that would help them combat the forces of darkness. Man named their new weapon Dust, after that which they were formed from.

Armed with Dust, described as "Nature's Wrath," mankind managed to force the darkness away. In the absence of darkness, man was able to create civilization and spread throughout the world. Currently, the world is in a state of peace, but the Grimm may return any day. To fend off the Grimm, and any other threat to peace, academies such as Signal and Beacon were created to train people to become Huntsmen and Huntresses.

Huntsmen and Huntresses, as the names imply, "hunt" these threats down and eliminate them using a combination of powerful weapons, Aura and ample supplies of Dust.

World Map (Eis circled)

About Eis

This game is set in the world of RWBY, but we are taking certain liberties with it. Some of these liberties may not fully mesh with the canonical lore, especially Eis. If you're a big fan of the show, like me, then just bear this in mind throughout. Things are likely to be in a darker shade than the otherwise bright and cheery show.

The world of Remnant is home most prominently to four regions. These are known as Vale, Mistral, Atlas, and Vacuo. However, these four kingdoms, while being some of the strongest, and largest, are not the only ones to exist in the world of Remnant.

Our story will be set on a moderately large island that is known as Eis. Eis is covered in snow year round, and those pockets not occupied by civilization are home to large forests of giant evergreens; wood is actually one of the biggest exports the city-state has. The prepared wood is both beautiful, resilient, and has natural insulating properties.

There aren't too many sights to see in Eis; it's not a tourist-y place. It's a realm where the inhabitants scrimp, and save, and work themselves to the bone to earn their daily bread. The colony itself has its origins as being a penal colony; however, it hasn't been used as such for well over two hundred years. Despite this, the people of Eis have a sometimes undeserved reputation as being ruffians and ne'er-do-wells. Unsurprisingly, the people of this island tend to have a grim sense of chilling humor.

There are two locales of true significance in Eis. One is the Avalanche Academy, a combat school that trains some exceptionally sturdy and robust Hunters and Huntresses. The other is a full service air-ship doc and traditional port, combined into one sort of mega-structure. It sees a plentiful amount of activity year round, as merchants come and depart from Great Bay, where the port is built.

Besides the usual problems that one might expect of such a relatively small place (there are just over a thousand people living in Eis, according to the last census taken), there is one that is unique. Mist. About ten years ago, this strange mist began to arise in a realm that had never seen fog before. The mist seems to flow as it wishes, but wherever it appears, misfortune and calamity follow suit. The mist seems to drive the Grimm insane with a rage that is unknown, even amongst the more violent types; it also seems to fill them with strength, making them far deadlier and resilient than they ought to be.

When mist appears, so do the Grimm. And yet, when it falters and retreats, the Grimm, too, become reluctant to stay; they retreat with it. At this point, there is no doubting the correlation between the two. However, many questions go unexplained. Where did the mist come from? How can it be stopped? To this end, Avalanche Academy has begun sending out some of its best students to "lost" areas--former villages and the like that are eternally covered in mist-- searching for some unknown origin, or better understanding of this strange phenomena.

This is in addition to the call to arms that Avalanche Academy so commonly gets. Though their is an active police force, and many people in recent years have taken to forming militias and practicing a bit, the mist-fueled Grimm attacks almost always result in a large number of casualties. Eis seems to be fighting a losing battle; but the people are sturdy, tough, not willing to give up. Not yet. It may be an uphill battle, but the people of Eis are stubborn and tough.

Meanwhile, rumors exist of a cult promising salvation through their beliefs...but not many know, or are willing to speak, of such things. Not yet, at any rate...

Settlements of Eis

Eis is home to only three primary settlements now. In the past, there were more villages, but the appearance of the mist and the increased Grimm attacks has resulted in many of these smaller villages being slaughtered.

Eis: The capital. Home to about 600 people, give or take. Avalanche Academy, as well as the Great Bay (and the dock) can be found in Eis. Eis grows its own food, mainly arctic potatoes; recent years, however, has seen the construction of elaborate, Dust powered greenhouses growing other vegetables and fruits. A sizable amount of food comes from fishing in the Great Bay, as well. Even the local evergreens have provided a source of food; the needles are harvested and boiled in water, producing a slightly bitter tea that, at the very least, helps to warm the body. Pine seeds are harvested from the cones, as well, and these are blanched, then ground into powder and baked into nutty-tasting bread.

Eis is located along the northwest-most part of the island.

Schwarz: The village of Schwarz is home to 200 hardy souls, and is located more along the central area of Eis. The village here serves primarily as a large logging camp. The families of the lumberjacks live close by, and Avalanche Academy maintains a small outpost with professional Huntsmen and Huntresses' stationed there. They serve to keep the loggers safe, to track the movements of Grimm, and keep a watch out for the deadly mist.

Feur: Located on the easternmost tip of Eis, Feur has remain cut off from Eis by land routes, though they do manage to keep a ferry running. The ferry sticks fairly close to the coast, and it takes nearly a full day and night to make the trip from Feur to Eis. Feur's import lies in the Dust quarry they are situated near, and much like Schwarz, the 200 or so people that call this village home exist primarily as either miners, or the family of them. There is also a small section of the population that are fishers, providing the main source of food for the miners; the evergreen seed bread is another part of their diet.

Pridefall: Located a days march northeast from Schwarz, pridefall was a village of Faunus. When the mist first appeared, Pridefall was one of the first settlements to be permanently engulfed by it. A mere handful of the hundreds of residents made it to Schwarz, with the vast majority of the occupants of this once beautiful village being slaughtered by Grimm. It now sits in the mist, the snow slowly reclaiming it.

Blut: About a days travel from Pridefall, and almost two days from Feur. They used to grow arctic potatoes quite plentifully here. Now, travelers say that Blut met with the same fat as Pridefall: everyone was butchered, without mercy. Travelers these days say that the mist seems to be especially thick near Blut, to the point where it is considered impossible to travel through it.

Dirge: Situated south of Eis. Dirge was abandoned due to Grimm attacks, though thankfully, most of its occupants were able to be saved by Hunters and the militia. Many of the Dirge survivors have since gone on to train; either in the militia, or more formally, their kids have attended Avalanche.

Timberfall About a days travel south of Schwarz. This was another logging village, but the mist first showed itself here. Barely a handful of people escaped from here; some times, travelers still stumble upon the frozen corpses of survivors that never made it to Schwarz. The mist is incredibly thick here, and the local Hunters have sighted a massive, winged Grimm in the area.

Ice Wells and Fire Stones

The frigid cold of Eis makes traditional wells almost impossible to maintain; they freeze over. That's just fine, though, because humans are nothing, if not inventive creatures. Ice Wells are a common sight, the older ones frozen solid; but the ones seeing constant use have a Fire Stone. The Wells have glyphs etched into them, and there are specially designed Dust crystals called Fire Stones that are designed to operate in sync with the Ice Well.

When a Fire Stone--a cut fire crystal, shaped into a small sphere-- is inserted into the receptacle in an Ice Well, the magic of the crystal is activated, and it thaws the water. It keeps the water just warm enough to keep it from freezing. Fire Stones are often carried by travelers, because the roads throughout Eis are dotted with Ice Wells; and dehydration is as much a killer as the cold.

Burial Towers

Because of the cold climate of Eis, the ground is always exceedingly tough and difficult to dig up. Thus, conventional graveyards have never been a real possibility. There are some who, in modern days, opt to be cremated after death, but by and large, many still choose the traditional 'burial' of Eis: being entombed in a Burial Tower.

Burial Towers are pretty much exactly what they sound like. It's a crypt, with recesses in the walls for the placing of corpses. When a new body is 'buried', a plaque is placed above their spot, with their name, and epitaph. They are also usually buried with some trinket or possession of theirs that held significance in their life; a Hunter, traditionally, is buried with their weapon, for instance. A jeweler might be buried with his tools and lenses, a chef with his beloved chef's knife, so on, so forth.

Robbing from Burial Towers usually doesn't happen, because rarely are the items of true worth and value. However, the traditional punishment for robbing the graves is death by hanging; usually carried out at the very top of these Burial Towers. Some of the old ones still have supports on the top, with still hanging ropes, a grisly reminder of the brutal history of this frigid country.

Burial Towers are known for, and easily identified, by two things: exterior engravings of death symbols, which are not seen as macabre, but rather befitting of such a locale. The other noticeable thing is how the towers have a thick base, and gradually taper the higher they rise. Usually, people of great importance are entombed at the top.

Burial Towers also have square holes cut into the masonry, providing large windows that have no glass or other things to shut or shutter them. The towers, thus, tend to be alarmingly frigid, and this leads to the stored bodies being mummified in some ways.

More about Avalanche Academy

The Academy of Eis is home to four towers, each placed to a cardinal direction. The eastern and western towers are meant for student lodging, and stand quite proud and tall. The south tower is home to faculty dwellings. The strange north tower, however, also known as The Thunderstruck Tower, is home only to the headmaster of the academy. The entire top half of the tower, at some point in history, was knocked away; stones tossed and cast aside as if by some angry child. Nobody is quite sure why this is the case.

What is known, however, is that the top-most sections of the tower are frequently struck during storms. The marble, once white as snow, is charred and pockmarked from the untamed fury of storms.

Meanwhile, the castle-like academy has several other areas. There is a reception hall, and office area near the front entrance, which handles guest visitors, enrolling new students, and various other things that help keep the school running day-to-day. The lobby area has a large projector screen that typically has the local news playing.

Further into the interior, there is a large kitchen that handles preparing meals for the students at the appointed times (Breakfast is 7-8AM, lunch 11AM-1PM, dinner 6-7PM). The kitchen always has a well-stocked larder; when the real snowstorms come, it's not uncommon for people to be stuck indoors for days at a time.

Adjacent to the kitchen is the dining hall, which is quite Spartan in design. Designed to seat 200, it usually does not ever see its max capacity filled. The walls are decorated with the occasional banner, but otherwise, it's quite a Spartan affair, with the large wooden tables and benches made of local wood, and slowly showing its age. The dining hall occasionally serves as an impromptu auditorium.

Lastly, on the first floor, is the infirmary and sick bay. There's nothing particularly special about it. Needless to say, most students hope they don't end up here.

There are classrooms throughout the second floor of the school; one for each of the teachers. Most rooms have specific equipment relevant to the class taught there; the science and alchemy lab has specialized equipment, the history class is full of maps and globes, the combat class is home to charts and tomes full of specific information about the variety of Grimm found on Eis; so on, so forth.

Additionally on the second floor is the library, which mostly houses tomes on alchemy, history, and the Grimm. However, there is a small selection of fiction books that has shown up in recent years.

Access to the towers is on the second floor. Each tower is three stories high, save for the north tower, which has had the top-most two levels blasted away.

Student dorms are in the East and West towers. On each floor is six rooms, each one leading to a bedroom shared by four people; Avalanche Academy uses the four-person team that is commonly seen in other combat academies. Additionally on each floor is a small community room, with a smaller projector screen showing the news, a couch and loveseat, a coffee table, and snack and drink vending machines.

The south tower is home to faculty housing, with each of the faculty members getting their own small, studio apartment like rooms.

[b]Name:[/b] First and last[b]Age: [/b]All applicants must be 18 years of age or older to apply for the Academy.[b]Gender & Sexuality:[/b] No explanation needed[b]Year:[/b] All PC Hunters are first years. The Academy goes for three years.[b]Team:[/b] To be assigned by staff. The Academy insists upon four-person teams.

[b]Appearance:[/b] What do they look like? Pictures are more than welcome, but if you'd like to make a note of some difference, or if you prefer to go pictureless, this is the spot where you write it out.

[b]Weapon:[/b] Most weapons in RWBY are both projectile and melee weapons, such as Ruby's Crescent Rose, which is a scythe and high velocity sniper rifle, or Yang's Ember Celica, which are shotgun-gauntlets. Weapons may change between shapes and forms (like Ruby's), or stay the same (Yang's). Projectiles should be noted as either using Dust capsules for ammunition (like Yang's), or fueled by Aura. Take note that Aura using weapons do put a drain on their user. If Dust is used, keep in mind that Dust capsules are explosives, and do have weight. They can also run out. Ultimately, both Aura and Dust weapons have their pros and cons.

[b]Fighting Style:[/b] fast and furious? Slow and ponderous? How does your character handle violent confrontations, especially against the Grimm?

[b]Aura Color & Intensity:[/b] Those with stronger Auras tend to be better with magic, and using their Aura. Those with weaker Auras tend to be physically robust and powerful. Keep in mind what sort of character you are aiming to play as. Color is determined predominantly by the personality of the person. Please refer to [url=http://zacjohnson.com/the-emotions-of-color-in-marketing/]this[/url] article to help you decide on an appropriate color. Also note, that some characters may have a 'mixed' Aura, usually indicating a more complex attitude towards life.

[b]Semblance:[/b] Not everyone in the world has a Semblance, though the player characters, being a cut above the average person, do. A Semblance is a unique skill or ability. Please refer to [url=http://rwby.wikia.com/wiki/Semblance]This[/url] article when coming up with your own, unique Semblance. And remember, using a Semblance does take a toll on its user.

[b]Biography:[/b] A brief bit about the characters history. Where have they been, what have they done, what experiences in life have pushed them to pursue the career of Huntsman or Huntress?

[b]Personality:[/b] A few sentences about the characters state of mind. Are they happy? Energetic? Mopey? So on, so forth.

Eis and its Militias

Ever since Eis stopped being a penal colony, there's been a need to replace the old guards that maintained a semblance of law and order. Eis accomplished this with militias. The militias take the place of police, with several being "full time" members of the militias, and with other people, with other jobs, serving part time, or as needed.

Eis does not maintain a standing army, as it has always been viewed as not a necessity. If ever another nation invaded, the militias could pretty easily be organized into a rudimentary military; that's the logic behind that.

Nowadays, almost all healthy adults are part time militia members. They're usually only so-so in a fight, wielding whatever traditional weapons and makeshift armor they can cobble together, although militia leaders tend to have genuine armor.

Each of the militias for each town had its own name, and a symbol to mark the members.

In the capital, the militia is known as The Irregulars. A significant number of them use tridents, and other maritime weaponry, as a great deal of them are also fishermen and women. Their emblem is a white eye on dark red background.

Schwarz's militia are known as the Yeti's, and they mainly use axes; being lumberjacks, they are quite familiar with the weapon as a tool. They are fairly robust, and of all the militias, the second most well-trained. Their symbol is two crossed axes; white on a blue background.

The militia in Feur are known as the Mountain Men. They've adopted the picks used in mining as improvised weapons of great destructive potential. As far as militias go, they are single-handedly the best armed, armored, and trained. Mind you, they're still ordinary people, many without an Aura or Semblance to bolster their strength. The 'general' of the Mountain Men is a man named Conrad, who is a former Hunter. Their emblem is a hand holding Dust; bright red on a black background.

Pridefall's former militia were known as the Spirits. Their banner was a black lion's head on a white background. The Spirits were almost entirely killed off when pridefall was destroyed; remnants merged with the Irregulars, Yeti's, and Mountain Men.

Blut's former militia was known as The Blooded. Their was no commonly used weapon amongst this small militia. The former emblem for them was two crossed swords; yellow on a blue background. None of The Blooded survived the destruction of Blut.

The Laughing Skulls was the name of the militia from Dirge, and as one might expect, skulls featured quite prominently as their emblem; a yellow-white skull on black background. The militia was known to predominantly favor the use of two weapons: staves, and maces. Since most of the people from Dirge managed to survive and flee their settlement, the remaining members of The Laughing Skulls were gradually absorbed into the Eis Irregulars.

Timberfall, like all the others, had its own militia; and like Blut and Pridefall, they were massacred, by Grimm or the unforgiving weather of Eis. They were originally known as the Timberfall Hounds, and like the Yeti's, favored axes. The emblem they used was a pitbull's head, burnt orange in color, on a red background.

About Yamu

Yamu is the name of a tropical jungle island in the northern parts of the world. Though rich in Dust, and other natural resources, it is exceedingly difficult to cultivate any of it, due to not only the terrain, but an overabundance of Grimm and poisonous animals. Yamu is also the name of the nomadic tribes that live in the jungle.

The Yamu are made up of five tribes, who move between various campgrounds throughout the year. The five tribes are known as Tigre (Tiger), Grúa (Crane), Leopardo (Leopard), Serpiente (Snake), and Dragón (Dragon). (Professor T comes from the Serpiente tribe). While each tribe has their own set of customs and beliefs, the majority of it overlaps; for instance, the reason they are nomads is because of a deep-seated belief that settling in one spot permanently will anchor their souls to the world, and prevent them from passing on to Heaven at death.

Other common customs invite the Rite of Ascension, where a child becomes an adult. In all tribes, this begins as training at the age of 10. At the age of 13, the child is sent out into the jungle, alone, at night. They must hunt, and kill, a Grimm, and bring back a trophy, before morning. Some kids do not survive; those who do, but don't make it back before first light, are exiled. It's a rather extreme form of Darwinism, but it's practiced out of a strong desire to keep the tribes small but strong.

Those that survive are branded with a tattoo made of a combination of ink, venom, crushed Dust powder, and a few other hallucinogenic compounds. This triggers a sort of drug-induced "spirit quest"; although rare, some times it will kill the child undergoing it. Others come back from it, but a bit... touched in the head. "Ravers" are kept in the tribe, and are allowed to live out their lives, but don't get to mate or do much of anything. This is, again, seen as a good thing; weeding out the weak. Weakness is an abject sin to the Yamu. "Better to die, than be weak." These savages are known for their resilience, and not much else.

Once a child has passed through the spirit quest, they are left with two tattoos. One is a tattoo of the Grimm they killed; the other, is a tribal band. After that, the child is considered an adult in the Yamu culture, and undergoes training in a practical skill (in T's case, it was being a Wise Woman/Medicine Man). After seven years of training, they receive another band tattoo, and then set out on a journey into the world. This is called World-walking.

The Yamu are fatalistic to a fault. Everything happens for a reason, and this grand reason is known as the Wheel (although other people might think of it as Fate or Karma). World-walking is meant to enlighten the Walker, and teach them about their place in the Wheel of Life. Once they have World-walked for a sufficient period of time (there is no exact period. "You know when you have completed the Walk"), they return to their tribe, to share their wisdom and knowledge with the next generation, to serve their tribe, and eventually help give birth to a new generation.

Each tribe also practices in its own forms of enlightenment. These are collectively referred to as Spokes On The Wheel. Just as a wheel traditionally has five spokes, there are five levels of each 'path'. Each time they complete a spoke, they get another band tattoo (for a grand total of 7 to indicate a fully enlightened person).

For the Serpiente, the first Spoke of the wheel is Mithradatism. It's the willing ingestion of small doses of poison, in order to raise the body's natural resistance to toxins; some times, to the point of total immunity.

The Second Spoke is known as The Slippery Mind. It's about "outside the box" thinking, about not getting trapped by emotions or logic, and to hone your mind. Only by freeing yourself from conventional thought, can you begin to even grasp the Turning of the Wheel.

The Third Spoke is Fangs and Rattlers. It's about learning about who you are, what you can and can't do. It's a journey towards self-actualization and understanding. The name is a reference to a Serpiente saying "The smart snake knows what to use his fangs for, and what to use his rattler for."

The Fourth Spoke is Transmutation. Turning venom into medicine; antidotes to poisons are commonly concocted from the same source as the poison itself. It's also, on the more cerebral side of things, about learning to turn bad situations into good, enemies into friends, and generally, changing the state of affairs in your sphere of influence for the "better".

The Fifth Spoke is Sharing The Fruit of Knowledge. At this point, there is only one real thing for someone to do: return to the tribe, and enrich and enlighten the next generation. At this point, Serpiente's become tribal leaders, recorders of history, teachers, etc. The fifth band is only tattooed onto the skin after death, and only if it is believed they have truly shared the "Fruit of Knowledge".

Professor T, for those curious, is on the Third Spoke, on the cusp of the Fourth.

Weather in Eis

Eis is snow-bound year round. The actual ground is rarely seen, and even major thoroughfares are simply tramped down, compacted snow. During the warmer months, there is some thawing and melting on some days; the temperature, during the day time, can reach high's in the 40's (F), rarely peaking at 50 degrees (that's pretty much a heat wave). For Winter and Fall time, though, temperatures are consistently below freezing. In the dead of winter, at night, temperatures can get as cold as -20's, and seldom drop down into the -30's. Those nights, it's better to just stay huddled up inside, near the fire.

Day time in Winter typically fluctuates between 0-10 degrees. Day time in Summer and Spring is usually 20-40, but mostly hovers around 30 (So yes, spring weather it's still usually freezing).

People in Eis are well-adapted to the cold climate, but only to a certain extent. Negative temperatures will still kill the unprepared.

On a somewhat related note, the school is usually kept heated in the high 40's. In the kitchen, boiler room, and other select places where you'd expect it to be hot, it can be in the 50's.

Cuisine of Eis

Eis has always had good luck with fishing, so salt water fish are a common source of protein. It is ground into paste, boiled, smoked, kippered, as sushi... there are dozens of ways of preparing fish, from small anchovies, to larger sea bream, even the occasional shark or octopus finds its way into the kitchen. Caviar, which is an export, is also fairly commonly used in cooking, or enjoyed as a snack. Expensive in other regions, caviar is easily cultivated by the fisher-people of Eis.

In addition to fish, other sources of meat on the island comes in the form of venison, from the plentiful reindeer, and snowshoe hare's. (As an aside, hare fur and reindeer leather hides are used in clothes manufacturing). Salted reindeer fat, called Salo, is often part of trail rations, as it lasts long, and provides a calorie-dense, lightweight food item. It is, however, an acquired taste.

In terms of non-meat, Eis does not grow much locally. Seeds extracted from the pine cones of the ever-abundant evergreens, are blanched and ground into a sort of flour. Flatbread is baked from this, some times with sugar and spices added to make it a sweet treat. This flour is also used in making pancakes, as well as just about any other baked good. Sap can be gathered from the evergreens as well, and boiled into syrup. Although not as sweet as maple, it's still something heavily enjoyed. Even the needle-like leaves of the evergreens are gathered and boiled into a tea that, while not being particularly tasty, still contains a chunk of daily required minerals and vitamins.

A single fruit, and a single vegetable are home to Eis. Arctic potatoes have thick, pure-white skins, and actually can grow in the snow itself; a feat not accomplished by any other root vegetable in the world. These potatoes form a staple crop, as they are filling, and quite flavorful. Other vegetables are imported from other countries, chief amongst them being red cabbage, carrots, parsnip, celery, and onion.

Red berries grow on Eis, along a strange form of creeping ivy that tends to cling to trees. These berries start off as a blood red in color, but when ready to eat, are bright red. The berries are a super-food, packed with vitamins A, C, D, and E, and are also the sweetest thing one can find on Eis. They are usually eaten on their own, or made into jam or fruit preserves, and smeared onto bread. Other fruits are also imported to Eis, this being mostly citrus fruits, as well as apples.

Cooking in Eis is generally straightforward, simple, and favors sea salt, as it is the only naturally produced seasoning they can make. Imported spices and herbs tend to be quite expensive, and when available, are never fresh; the dried and powdered variety lasts much better in the frigid cold. Garlic is pretty popular, so it is by far the cheapest.

Related to food, is the subject of beer. When mankind first started to hunker down and figure out what does what, one of the very first things they came up with was fermentation. The people of Eis like drinking just as much as the rest of the world, although their selection of alcohol is fairly limited. Vodka, made from arctic potatoes, is popular; and a local brewing company makes a sappy, nutty tasting beer from pine needles and seeds.

In the past five years, a winery has actually opened in the capital; the first of its kind. They currently sell expensive imported wines, but also brew "Red River" wine, from the red berries that are native to Eis.

Appearance: At 5'11”, Willum is just an inch over average height. Despite his surname, Willum is less wild looking and more relaxed. He possesses calming blue eyes, and his chestnut brown hair is of a medium length and always just that little bit unkempt, with the tips slightly curled. A smoother, more rounded face and a gentle nose gives him a good natured appearance. As befits someone who has trained in martial arts all of his life, he has the wiry and lean build of a gymnast or boxer, though it's hard to tell since he mostly wears comfortable sweaters and warm slacks, or loose fitting flannel pajamas. With only a slightly paler than normal complexion, Willum looks more like a kindly librarian than a budding hunter.

Weapon: Willum's weapons are a pair of grey metal gauntlets called “Heaven and Earth”. Each gauntlet contain chambers of Dust, 4 chambers in total. The Dust contained reacts with Willum's semblance, allowing him to channel various effects based on the type of Dust, with the gauntlets glowing in response.

Fighting Style: Willum is faster, stronger and tougher than a normal person thanks to his years of training, but he isn't exceptionally so. Where Willum excels at is technique. He is at the right place and the right time to avoid or land blows, and with just the right amount of force. Years of training with multiple teachers also means he doesn't adhere to any one martial art style, and employs a variety of techniques.

Aura Color & Intensity: A brilliant and powerful white, but anyone interacting with him can tell it isn't white because of traditional reasons.

Semblance: Willum's semblance is hyper awareness. At his base state, Willum is just a perceptive human being and has good awareness of his surroundings. He can enter a state of heightened awareness, allowing him to notice more sensory information in greater detail and process it quicker. Everything around him becomes clearer and things seem to happen slower around him, allowing him to react faster. Stress can create an even stronger effect, but it's out of Willum's control for now.

So, I was raised by my five fathers on the outskirts of Feur, on a hill a little out from the town. And before you get any weird ideas, no, my dads weren't in some poly gay relationship with each other. They apparently loved my mother a lot, and took it on themselves to raise me as best as they could. My mother... well I don't know anything really about her, other than I'm like her. I don't even know if she died or just left, my fathers always looked uncomfortable whenever I asked. And I don't even know if they're really my fathers or not. I tried suggesting once they were all my fathers because maybe my mom and fathers were a little on the kinky side, if you get me, but they got really upset and were very firm that wasn't the case. So I think my mother is out there, and maybe my 'father' too.

Anyways, you'd think living on the outskirts of town would be a dangerous thing, but all of my fathers taught me everything they knew, and what they knew was martial arts. Each of them had their own style, and I grew up learning five at the same time. I know part of it was because I was their son, and therefore their first disciple, but I get the feeling they were preparing me for something. I learned the best I could, and it seemed to make them happy, and honestly it was a pretty good life, other than the glaring mysteries of my life.

Skip a few years and they decided that I needed to become a man, and the only way to prove myself was to become a hunter. So here I am. I don't think me coming here is some right of passage into adulthood. I think my fathers have a plan. But I believe in them, even if I don't know what they're up to, so I'm going to become a hunter, and a damn good one at that.”

Personality: Willum is a confident young man, with a naturally upbeat disposition. Ambitious, Willum strives towards being the best he can at what he does, and desires to prove himself as a capable if not excellent hunter. While pulled towards being all that he can be, he does so with a certain foresight and wisdom, knowing that he has to work within his own limitations now in order to expand and grow later.

Weapon: Mori Koji has tried several kinds of weapons, specially those involving blasting and explostions. However, among all of them, the one that best fit his personality was the Magnhild, which is a M32 grenade launcher that can transform into a giant sledgehammer. http://rwby.wikia.com/wiki/Magnhild. His hard days in the streets also taught him how to use blades, specially in short distance fights. He can wield a couple of knives at the same time and they are hidden under his loose clothes. His favorite blade was a gift from his friend Gureisi Keri – when Mori Koji is depressed, which happens most of time, he talks to the blade as if his female friend were still alive.

Fighting Style: Mori Koji learned to fight in the streets of his village, where he had to resist the bullies. At first, he was known as punch bag – everyone could punch him -, even though this changed, when he grew stronger and taller (he stands 6’, but his lowered shoulders and head give the impression he stands around 5’7). Mori Koji is brave, even though he does not know it. This impairs his initiative and his decision to fight is always slow – this explain was he always get punched first. To make up the lack of power, he enters in a frenzy, using his both hands and legs to hit and kick every opponent in his way. As he is still immature and willing to impress the Professors and classmates in the Avalanche Academy, he pays little attention to strategy, which often puts him in danger.

Aura: To Mori Koji’s greatest disappointment, his Aura flickers too much all sorts of colours. However, none of them is strong enough to be useful in a battle. His hope is that the blinding white comes back someday.

Semblance: Dust Gatherer – Shortly after leaving Vale’s research facilities, Mori Koji found out he is capable of summoning Dust from the environment into a tiny container to his trousers. Mori Koji was starving and thought it would be good to have some Dust to sell in the market. He closed his eyes and sighed, causing a wind to swirl in a radius of 30 feet around him – after some seconds, his container was full of Dust. Mori Koji does not know whether he can gather Dust from farther as he is still learning how to use this Semblance.

Biography: When Mori Koji was 4 years old, he was found by a couple fruit gatherers in the woods after the Grimms were expelled from outskirts of Vale. Rather than a blessing, his arrival only increased the burden on the young couple, who had two other daughters of the same age. No one in that family actually liked Mori Koji, who lived with the leftovers. His education would have completely neglected, were it not mandatory by the legislation. The young Mori Koji would have preferred education were optional indeed: until the age of 14, he was bullied, either because he wore rags, or because he had no parents indeed. His pretty, popular step-sisters were always making clear for everyone in the school Mori Koji was living there as a gesture of compassion and that they had nothing to do with him.Mori Koji’s first and sole moment of happiness happened when a 14-year old girl moved into his village. He will never forget the moment he first spotted her: actually, she tripped over her on feet and let notebooks and books fall on the ground close to his own feet. In a reaction more instinctive than forged by a good upbringing, Mori Koji helped her. Only after he was done did Mori Koji realize how gorgeous Gureisi Keri was. Not only was she beautiful, but she also was empathic and charismatic/ In the next three weeks, Mori Koji and Gureisi Keri became good friends – deep inside, Mori Koji thought that their friendship could evolve into a romance.It could have, were it not for the Faunus Rights Revolution. Enraged with segregationist measures taken by the Humans, the Faunus invaded his village and attacked every one, including his friend Gureisi Keri. As Mori Koji saw her body laying on the mud lifeless, his world fell apart. He took a tiny bag with 1 mg of Dust and held it strongly, determined to revenge his friend in a kamikaze attack. What he did not know was that his feeling unlocked his Aura. The combination of his feelings and 1 mg of Dust decimated an entire horde of Faunus and the few villagers could not believe their eyes – they nicknamed him The Faunus Butcher.Taken to Vale’s research facilities for scientific experiments, Mori Koji’s power did not reveal again. On the contrary, his weakness was certified after more than 3 years and his application for the Beacon Academy was declined. Nothing was left to Mori Koji and he took a ship to Eis. Mori Koji was wandering in the streets when he decided to apply again, this time for the Avalanche Academy - maybe their standards were low, he thought to himself. To his greatest surprise, his application was accepted. After Guseisi Keri, that was the second happiest moment in his life.Will Avalanche Academy turn out as a good surprise in Mori Koji’s life or will it drag him towards emo’s self-destruction?

Weapon: As an academics, Albert One Stone was not that interested in weapons. As time passed, he changed his mind and became quite curious about the topic. After a lot of research, he came to the conclusion that a long sword was his best option. Using his academic knowledge about Dust and the minerals available, he gave very precise instructions to the blacksmith forging his weapon. The outcome is a up-to-6-foot retractile sword, weighting no more than one pound, which shines when Grimms approach. It is very sharp and resistant at the same time it can he carried hidden – its contracted form is no longer than 2 inches long.

Fighting Style: Albert One Stone is a well-built man. He used to work out two hours per day, which enhaced his strength a lot. Even though he is not very fast, Albert One Stone is really tough and resistant: he can take a lot before giving up. This information is useless to know how Albert One Stone fights. He prefers ambushes to open fights. Even when under attack, Albert One Stone ponders carefully the possibilities and comes out with the most harmful strike on the enemy. In the frenzy of the battle, he calmly decides who and how to strike. Strategy and tactics are a wise way to save Dust, he says.

Aura: When he Alberto One Stone worked at Avalanche Academy, his Aura used to be a bright Gold, the colour of wisdom. After leaving Eis, villagers at Schwarz saw his Gold a bit darker. Currently, his Aura’s real colour is unknown.

Semblance: Thermostat - Albert One Stone can control the temperature of the surrounding area in a very precise level. He can raise or lower it in a fraction of seconds. At first, this seems to be quite an inoffensive skill, specially taking into account what other Semblance can do. Alberto One Stone learned to be very precise in the use of the temperature: he can induce dramatic changes, which may break the weapons. No one knows how much area can be subject to the influence of his Thermostat. Neither does anyone know how much variation he can cause.

Biography: One of the brightest graduates from Beacon Academy, Albert One Stone had a skyrocketing academic career. He was particularly interested in how the Aura can streamline the use of Dust – his seminal work on the subject is a mandatory reading for every student. Later, he became interested in how the excessive use of Dust could be causing damages to the environment. In reality, this was meant to be the topic of his PhD dissertation, but his supervisor dissuaded him from that idea: it was too politically incorrect for the standards of the time. Instead, he wrote on how gender influences the Aura, a rather obvious topic. As Albert One Stone applied for a position as Professor at Beacon Academy, his work was source of a snobbish examination that made him lost the position for the stupid Bartholomew Oobleck – later, he would learn that the there was a conspiracy to leave him out.Completely humiliated, Albert One Stone self-exiled in Eis, where a position as Professor in the Avalanche Academy was easily conquered. With his free time, he retook his studies on the excessive use of Dust. Coincidence or not, the Mist began exactly by that time. Shortly after, Professor Albert One Stone left his position in the Avalanche Academy. The official excuse was that Professor Albert One Stonte wanted more time for some field research for his Post Doctorate Studies close to the Mist, which he believed (or said to believe) was caused by human interference. Rumours said there was something else, maybe deception, love, jealousy, fear or incomprehension – there are many stories about his departure. In the first years of his research, he published some papers, including in the famous Weapons Magazine. Nevertheless, in the last years, nothing else was heard about him. Recently, he has been spotted near the Mist when the Grimms attack.Villain or hero? Well, this is to be found out.

Personality: His personal history would suggest that Albert One Stone be a frustrated man, who has communication problems with other people. At first sight, this could be true. However, he is not like that. After he becomes a friend, he trusts people blindly. He is easygoing and he hardly gets stressed. He smiles at everyone, says thank you and please, helps old ladies to cross busy streets – he used to be quite a womanizer in the old days, even though his nerdy, shy side would speak louder sometimes. This is why many people are reluctant to believe he is involved with the return of the Grimms amid the Mist.

Caden Walker, played by Thrasius

Name: Caden Walker

Age: 20

Gender & Sexuality: Male, heterosexual

Year: First Year

Team: To be assigned by staff.

Out Of Combat

In Combat

Appearance: The only thing I would like to mention is that Caden is capable of fighting without his armor, but only if he is taken by surprise. Unlike the Out of combat picture, his main weapon is still his EBW instead of the wakizashi shown. Despite the eye patch, he actually still has both of his eyes but he insists on wearing one to strengthen his eyesight one eye at a time. He switches the eyepatch from left to right and back again about once a week.

Weapon: Caden's weapon, theEBW (Electronic Battle Weapon)-001, functions primarily as a katana. When powered up, incredible amounts of electricity are infused with the sword, causing an extremely painful shock and cut. The sword is also capable of shocking concentrated bursts of electricity at distanced foes. Instead of using Dust to power his weapon however, Caden relies on his aura. This can be a tiring process and Caden only uses it when he absolutely has to.

Fighting Style: Caden tends to wait a few moments before actually jumping into combat, so as to study his competition. Once in combat, he strikes hard and fast, mainly trying to end the fight as soon as possible. He can sometimes be a little bit careless around people he likes, often putting himself in harms way to protect them.

Aura Color & Intensity: Caden's aura is around medium-strong strength while his physical strength is medium. His aura is a light purple.

Semblance: Putting even more power into his sword, Caden can vibrate the sword and the air around it so fast that any weapon or projectile that touches it gets sent flying. If an enemy is struck by the EBW-001, on top of being electrocuted, they too get sent flying, depending on how big they are. Because this takes up most of his Aura and leaves him extremely vulnerable, Caden rarely ever uses it.

Biography: Born in a small village just outside the city of Timberfall, Caden lived most of his life in peace with his mother. His father, who worked most of the time as a farrier, was usually never around and when he was, he was always to tired or preoccupied with something else. Because of this, Caden's mother showed him how to cook, clean, act politely, and everything that would be essential to a seven year old boy. The next year basically consisted of Caden helping out around the house whenever his mom needed help with something. It was a shame to admit, but that's most of what Caden remembers about his childhood.

The next two years of his life were a blur and weren't very eventful. However, on Caden's tenth birthday, his father took the week off his job, which was very surprising to Caden. As far as he could remember, his father never took a day off. He had to of had a reason for his decision and, after the small celebration with both his mother and father, his father took Caden into the shed in the back. Caden rarely ever went inside the shack, mainly because his father had told him that most of his tools were back there and that some of them were dangerous. Despite never entering, Caden was never to concerned with knowing what was inside. Naturally, now he was a little curious.

Taking him inside and unlocking the door, Caden's eyes grew wide. The shed was indeed full of dangerous tools, but not the tools he expected. Various swords, knives, guns and weapons covered the room wall to wall. It was something that Caden would never forget. His father explained that he was a combat trainer back when he was younger and that, even though he was retired, he was still an avid collector. Reaching into a nearby trunk, he pulled out a small wooden training sword and handed it to Caden. Holding the sword felt right to Caden and, giving it a couple of swings, his father chuckled a bit at the sight of it. Caden would definitely have to train more before he would be able to use an actual sword, but it was a challenge he was willing to take.

So, at the age of ten, Caden was enrolled into a combat school, the one his father attended in fact. It was only a month after Caden started his training that the mist actually showed up. Luckily for Caden, he was in a well guarded region and, in fact, this was the first time that he heard about Huntsman and Huntresses. However, they were of no concern to him. He often wondered where his mother and father were and prayed every night that they would appear. But a year passed, then two and, even after all that time, there was still no sign of his parents. Had they died? Caden prayed that they hadn't but over the next year, he kind accepted the fact that they were gone. Combat school was all he had left and, if his parents weren't alive, he'd go through school for them.

And that's what he did. The next seven years, went by, mostly without incident. Then, without warning, Caden was taken by surprise. A package had come for him in the mail, a big one at that, with an address he didn't recognize. Finishing his schooling for the day, Caden slowly opened the heavy box and revealed the contents inside. There was a letter right on the very of top of what Caden now identified as a metal trunk. No wonder the box was so heavy. Opening the letter, he unfolded the paper and read the message. "For you..."

He recognized the handwriting and instantly knew who it was. It was from his father, and, in the midst of his mixed emotions, he turned the note over to check to see if it said anything else. Nothing. Maybe the envelope? Nope. Why had he done this? Why would his parents practically hide away from his for half of his life and then suddenly contact him now? Had somebody played a cruel joke on him? Setting the letter down, he opened the chest. Slowly pulling out the unknown object, Caden unraveled the cloth from around the object. No, his father definitely sent this. The sword was one of the best in his collection and was, secretly, Caden's favorite. How did he know? At the bottom of the case was his father's old armor.

Although Caden should of felt angry, a feeling of joy overwhelmed him. He now knew that his parents were alright which, to him, was like a burden had been lifted off of him. It felt like he was at peace. So, once he graduated from the school, he headed to Avalanche Academy to further his training.

Personality: In combat, Caden is very serious/critical no matter who he's facing and he tends to be overly cautious with people he doesn't trust. Out of combat, he can be described as content and at peace. His voice is very soothing and he enjoys striking up conversations with fellow students. He is a very lighthearted person who will practically laugh at anything. Caden can also be serious when he wants/needs to be, as well as being sympathetic/empathetic. Besides that, you'll usually find him lazing about in a chair/couch somewhere just daydreaming or snacking on something.

Weapon: Luna’s weapon, “Harmony” is actually a harp designed to charge and shoot intense sound waves which pierce the flesh and most of the known Grimm’s tough hides.

Fighting Style: Luna’s moves are slow. She doesn’t have very good reflexes compared to the other students, but she does know when to intervene. Being mostly focused on healing than on violence, she doesn’t engage in direct combat, but prefers to use her weapon from a distance instead and on groups of Grimms.

Aura: Violet - Violet or purple combines the energy and strength of red with the stability of blue. It represents nobility, ambition, power and luxury. It symbolizes extravagance and wealth and is often associated with dignity, independence, wisdom and magic.Luna has a medium strong Aura, but little to none physical strength.

Semblance: Luna has the ability to heal minor to middle-deep wounds of the flesh and bone just by touching. The more intense her touches are, the faster she can heal her patient. It is also believed that Luna’s healing abilities are directly connected to her state of arousal, but there is more speculation than fact on that matter. Her Semblance is called “Medica”.

Biography: The Mauve family can be considered as influential within the Eis region although their power extends mostly on the economical level and their influence hardly reaches the Avalanche Academy. Luna, being the youngest of the two daughters had been raised according to old school etiquette, encouraged to always mind her manners, be graceful and elegant no matter the situation and having no better prospects in life than marriage. It was her sister, Sonia which actual dream was to become a Huntress. Luna looked up to her ever since she was little and the two shared an unbreakable bound. Sonia died at the age of 12 without ever being able to accomplish her goals and Luna took it upon herself to fulfill her sister’s dream. After barely graduating from one of the combat schools in Eis, Luna was accepted at the Academy mostly for her healing powers which are usually rare amongst other Hunters.

Personality: Without being overly friendly, nor talkative, Luna is usually a pleasant company. Kind, warm, shy and good-natured, she enjoys quiet evenings, drinking tea, library tasks and avoids combat whenever she has the chance to do so. Her ambitions are not her own per se, but her departed sisters’. What Luna needs to learn first and foremost is that strength comes when pursuing your own dream and not someone else’s.

Weapon: Grimm Leather Whip - it's presented in the form of a long baston in which the whip is sheathed in. It works well for close and long distance likewise. Made from sturdy Grimm leather while the sheathe it's hard as metal.

Fighting Style: Fighting Style: Enya’s fighting style is fast and calculated. She doesn’t like to waste time on “fancy” moves either and it’s Aura based as well – trying to keep the levels balanced and not exhaust her energy from the first moves unless that’s the tactic.

Aura Color & Intensity: Red - Red is a very emotionally charged color. It tends to increase the respiration rate and can even raise your blood pressure. It creates excitement and can be associated with danger, war, power, strength passion, desire and love. It can even increase your appetite. Enya’s Aura is pretty strong even compared to other teachers at the Avalanche Academy.

Semblance: the ability to scratch or inflict cut wounds using the air around her. The colder the air, the deeper the cuts. It’s less effective in very warm places. Enya’s Semblance is called “Air whip”

Biography: Born and raised on Eis, the buxom teacher for Aura Control decided to take the path of a Huntress after her fiance’s betrayal. Looking for a new starting point, she joined the armed forces of Eis without previously attending a combat school. The years spent training and earning her keep as a mercenary were more than enough for her to become an effective Huntress and later on she was offered a spot as teacher at the Academy not only for her Aura Control knowledge, but also for her stern and efficient teaching methods. Some say she has a soft spot for girls, not being overly demanding of them as she is usually with the male students.

Personality: Enya is known for her satirical humor which is rarely displayed, but most of all for her dominant personality. The kind which doesn't like to take "no" for an answer, especially when it comes to her lessons. The military life has left its mark on her and she doesn't tolerate things like being late to class or excuses for failing any task given. Has absolutely no problem in subtly or otherwise humiliating a student in public if she deems it necessary. Rumor has it that she enjoys it too.

Appearance: When not bundled up in furs, Vainamoinen often wears a simple, light gray robe.

Weapon: Archimedes: A six foot long staff with intricate, glowing, eldritch runes carved up the entire length of it. It is reinforced every six inches with Dust-infused steel bands. The top of the staff has an uncut Fire crystal lodged into it. The crystal is abnormally large, and glows like embers.

Fighting Style: Vainamoinen's no spring chicken any more, so his fighting style tends to be slow. Old age and old wounds have not been too kind to this older man, but he's still got the resiliency that those of Eis are known for. He prefers to use Glyphs.

Semblance: Spin the Wheel: The Wheel of Time advances at a steady and constant rate. However, this incredibly potent Semblance allows Vainamoinen to slow down time in a small, focused area. He can't quite stop it, but he can single out several individuals to be either slowed or sped up. Even with his powerful Aura, this Semblance is incredibly taxing.

Biography: Vainamoinen has been the headmaster of Avalanche Academy for the past 20 years. He was, himself, a graduate of the Academy, and excelled in the use of Glyphs and Dust. When he was in his 30's, he was severely injured in a battle, and had to take several months to recover.

Afterwards, he decided to b ecome a teacher at Avalanche. When the old Headmaster passed away, the teachers got together and decided to elect one of their numbers into the position. Vainamoinen won the election easily. The rest, as they say, is history.

Personality: A fairly happy fellow, he enjoys the exuberance and energy of the youths of the Academy. Though he is no longer a teacher, he still believes it is his duty to teach the youngsters what he can. He's always got time in his day for any students that need help, and his warm, kind, fatherly attitude tends to make him easy to get along with.

Appearance: Generally prefers to wear her tribal clothing, skulls and all, although at more formal events, she can be seen wearing--shock and awe!-- a dress.

Weapon:Chopper: A broad, machete like sword. This is not a weapon for finesse, but best used for brute strength. It's designed to hack through limbs, and obstacles. Has a static form.

Fighting Style: Quick, jerky movements make her hard to predict, as she frequently seems to be going left when she's moving right; seems to be moving backwards while advancing. The way she undulates is very strange. When it comes to using her Chopper, though, her attacks are quick, and devastatingly brutal.

Aura Color & Intensity: Moderately bright violet.

Semblance: Pain Doll: She keeps a small doll with her at all times, on a leather rope. She wears it typically as a necklace, or along her waist, hanging off of the bone belt. She carries needles with her as well. When she picks out a target, she can use her Semblance--and the doll, and needles-- to cause excruciating pain in the target. Wherever she strikes on the doll with the pin, is where the pain is caused; and the longer the pin remains, the greater the pain becomes.

Biography: Titrit is not from these lands originally. She hails from much warmer climates, with a very different culture. She has found Eis interesting, for they keep their trophies as decorations around the house, rather than as wearable accessories. Her reasons for coming to Eis seem to be a mystery, for all she has said in those regards is cryptic at best: "The Wheel spins, and ages come and pass. All is where it should be."

However, she has made it known that through mundane skills alone, she is able to snatch away those who are on death's doorstep, and bring them back to the lands of the living. Her usage of medicinal herbs, 'potions' and 'elixirs' is second to none in the snowy nation of Eis.

With the way the Grimm have been acting, her help is welcome, even if her attitude--and attire-- are, quite frankly, strange. She teaches the 'children' what she can, so that they can hopefully lessen the human and Faunus death toll.

Personality: One word: Cryptic.As she might say "Puzzles are good. They encourage critical thinking skills." And that's in her more plain-spoken moments!

Appearance: Standing at 5'6", Tahira is around average height. Her body is toned and well-kept, but she is not completely flat like her stomach. Tahira has an hour-glass figure, her bust and hips are rounded while her waist is small and tight. Her flesh is boarderline tanned, though very, very faint and her eyes are a dark caramel colour. Her hair is a misty, light-blue colour which is styled short at the back and longer at the front. Something important to note is the pair of matching cat ears on the top of her head; Tahira is a Faunus. When not in her school uniform, she is usually dressed in a tight, black, sleeveless crop top/mask combo which covers most of her face. It is decorated with golden and blue materials, sticking to her Egyptian theme. (See picture left.) On her bottom half is a pair of black, chiffon pants, reaching just below her knee's. The material is lightweight and transparent for ease of movement and has slits running down either side. (Somewhat like this, but shorter.) Underneath, she wears a pair of simple, black, Lycra shorts, reaching the tops of her thighs. On her feet are a pair of plain, black daps. Tahira is also often seen adorning golden bangles and other golden accessories.

Weapon: Tahira's Golden Serket are a pair of daggers designed with an Egyptian theme in mind. They were based on the animal a Scorpion and appear as this all the time; they do not change shape. The are kept holstered at her thighs, unless of course the time comes for them to be drawn in battle. At the handle of the dagger is a trigger, and a pair of submission guns have been built into the blades, causing them to be a little chunkier then normal daggers. The guns use normal ammunition, but can also be equipted with Dust - though Tahira rarely uses the substance.

Fighting Style: Tahira is calm, collected and cautious - the three C's - when she's in battle. Ultimately, she will do what is best for the team, but that doesn't mean she won't think through every conclusion she can think of first. She strikes hard and efficiently. When it comes to the Grimm, Tahira isn't intimidated or scared, but he personality can make her seem so to other people.

Aura Color & Intensity: Tahira doesn't tend to use magic often, simply because she finds it harder then simply fighting it out. The colour of her Aura is a light blue.

Semblance: Tahira's Semblance represents stealthiness. It doesn't last long, but momentarily creates the illusion of being invisible to the human eye. This can allow the user to sneak by enemies or vanish off the radar completely. It can give the user the chance to flee or get in closer to an enemy to get a deliever a better strike.

Biography: Tahira's original family, including her own mother and father, were born in the settlement of Pridefall; a village of Faunus. After the mist engulfed the town and the survivors, what little of them there were, fled to the next settlement over, Schwarz, Tahira was born. Her mother was the lone survivor of her family, but died during child birth, leaving the young Faunus alone in the world. She was taken in by a human family and raised as the youngest, though the father wasn't particularly happy about their new arrival. Her new mother initially took her in out of pity, the Faunus didn't exactly have a good reputation, afterall, but Tahira started to grow in her after only a few weeks.

From a young age, after hearing stories about her biological parents home in Pridefall, Tahira decided that she would train to become a huntress and find out the mystery behind the mist and why it frenzied the Grimm so. Her human family wasn't happy with her doing so, and she was sure they had their own reasons, but her mind was already made up. She started training in secret, at first alone, until she approached a Huntsman set up at the outpost in Schwarz. It took a lot of convincing, but eventually she secured help who trained her professionally. Years later, when Tahira was but an early teenager, she secured her own weapons unexpectedly one night, after her parents found out about her training. Of course, they weren't happy being lied to, but her mother accepted the fact that it had happened and gave her something special. Something of a 'family airloom', though not from their family, from the Faunus's biological mother. Apparently, her mother gave a box to the midwife on her death bed after birthing her only daughter and the human family who took her in secured them from said midwife; they hadn't even opened the box which was addressed to Tahira. That was when she began training with her own weapons and the Hunter who trained her told her of Avalanche Academy, which she enrolled in when abled.

Personality: Tahira is quiet, sensitive and timid. You wouldn't expect her to be, but she is. She finds it hard to approach people, new ones or even people she knows. She 'goes with the flow', rather then take control of a situation, but generally she has her own mind and can think for herself; she just finds it hard to offer opinions and solutions. She is a great student and picks things up very quickly; this helps her determine what other people are thinking by their body language, which can help out in battle situations. Something with is very obvious is that Tahira is extremely sensitive; she struggles to take criticism or compliments and can sometimes be a little too emotional, which doesn't mix well with her being a Faunus.

Appearance: Charlotte is extremely petite, standing only at 4'11", but her wedged boots add a few inches to her height. She is very pale and if one were to look close enough, has a line of faint freckles running across her cheeks and nose. Her hair is a strawberry blonde, a mixture of red and blonde; don't ask her if that is a real colour or not, you'll be hit. It's normall worn in rough pigtails, but she likes to change up her hair style quite a bit. Her eyes are an orangey-brown colour, rimmed with dark, bold eyeslashes to complete her cute exterior. Her clothes are just as adorable, with ribbons, frills and pastel colours. Her signature accessory is her bunny-plush hairpin, which she always, always ways. (See picture left for complete outfit.) It's also worth noting that Charlotte is often seen with bandages, plasters and the like somewhere on her body, mostly because of her fighting style.

Weapon: The Bunny Cannon is exactly what you'd expect from its name, though it's definitely not what you'd expect from its user. They are a pair of adorable shotgun-guantlets, using ammunition over Dust. Just like Charlotte, they are very cute but pack one hell of a punch. Decorated must like her rabbit hairpin, the gauntlets are designed around her bunny theme. (Example.) When not in battle, they are kept on her wrists like bracelets, the rabbit heads simply decoration on either side.

Fighting Style: Charlotte has a very self destructive fighting style; she gets in the centre of combat and gets in there quick. Her blows are massive and her size gives her the means to get around quickly and dodge attacks more often then not. She is very resilient and ruthless when she fights, throwing herself into the battle without thought or preparation of any kind.

Aura Color & Intensity: Charlie doesn't have an extremely strong Aura, but it is a definite representation of herself. Her Aura is a vibrant red. She actually hates the colour, mostly because she doesn't think it's 'cute' enough, but despite her denial, it suits her to a T.

Semblance: Charlotte's Semblance is something she considers 'ugly' and 'un-cute', but it's something she's relied on in the past. A simple 'power boost', if you would. For a period of time, she can boost the power of her strikes and depending on how exhausted she is, this can be deadly. It also works with the shotgun part of her weapon, increasing fire rate and damage for each shot. It does take a big toll on it's user though and is very hard to maintain longer than a few shots or punches.

Biography: Thought it's extremely hard for her to admit, Charlotte was brought up to a potato farming family in the capital itself, Eis. As she grew up, she began to discover that this wasn't the life for her. For as long as she could remember, she had worked on her families farm and dealt with the everyday life they offered. Her mother and father did everything they could to support her, her older sister, younger twin sisters and younger brother, but it just wasn't enough for her. It's a wonder she was born to such a big family most of the time.

She lived her simple life until she could manage it no more. Charlotte had always heard of the stories of the mist, how it concorned their settlements, crazed the Grimm and gave the Hunters and Huntresses endless trouble, but it hadn't even crossed her mind until one night. It wasn't usual for her to sneak away from home, explore a little by herself, even only being around nine years old. She wandered too far, her curiosity spurring her forward and out of the main town, deeper into the mist. Charlie was attacked by a small group of Grimm and this terrified her. A group of Hunters and Huntresses saved her, however, and that feeling of being scared pushed her to pursue attending Avalanche Academy; Nobody should ever have to feel that afraid, that...alone ever again. Well, that and that the Hunters were pretty darn cool, not that she would ever say that out loud!

Charlotte's family supported her decision fully and actually admired her for it. They saved up what little money they could and for her sixteeth birthday, surprised her with a pair of customized gauntlets; her Bunny Cannon. It wasn't an easy road to enrolling at Avalanche Academy, god knows she was never academically gifted, but eventually, after training and studying constantly, she managed to secure a place.

Personality: Charlotte is the opposite of how she appears. While she looks adorable, sweet and innocent - and likes to think she is - Charlie is fiesty, blunt, thoughtless and quick to temper. She has often been revered to as a firecracker or a bomb with a short fuse. If you mention her hair colour or height, she'll go for you without a second thought; even if she doesn't know you very well, you'll likely be subjected to some sort of assult. Charlotte is an extremely good actor and can play up to her fragile, feminine appearance; she likes to refer to herself as a master infiltrator. She does have an unhealthy obsession with all things cute and girly, however; this is not limited to objects, it stands for people as well. Charlotte does fluster easily, but this usually just comes across as anger most of the time. She definitely doesn't have the attitude of being brought up in a big family, but secretly she does have a protective streak in her.

Appearance:Welkin is a tall and athletic man who takes some pride in keeping his appearance. Standing just an inch or two above six feet, his body is well toned and defined with muscle, though rather than bulk and mass, its more of a compact, lean body with toned arms and legs. With fair, somewhat tanned skin Welkin has a healthy complexion that is complimented by the black hair he keeps somewhat short on his head. His face is usually clean shaven, showing off sharp features and sky blue colored eyes that some might describe as ‘sharp’. Clothing wise, when not in school uniform he prefers to wear clothes to keep the cold at bay from sweaters, long sleeved shirts, jackets, and even a cloak if it’ll keep the snow out. He also prefers a more earthy tone to his wardrobe.

Weapon: Hope is primarily a melee weapon, focusing on offense. A claymore sword, the blade can be used in wide and sweeping arcs to cleave the body and limbs of grimm, or thrust forward to skewer them. The hilt Is unique, in that it is bulky and come equipped with a built in mechanism for storing dust ammunition shells. With a flick of a trigger, a shell inside can be fired out, running the length of the blade and making cutting swings even more dangerous. And with a flick of the wrist, the blade can collapse into a compact form like a bayonet, allowing the shells to be fired out in the form of a sawed off shotgun. The weapon can hold four such cartridges at a time, eschewing extreme range and prolonged fire for damaging but limited volleys. Obviously, the weapon needs to be reloaded when the dust is spent. The claymore form can still be used, but the blade lacks the sudden cutting power it had before.

Fighting Style: One might immediately call Welkin reckless as he rushes into battle, wielding Hope with powerful and heavy swings... And while they’re partially right, he knows what he’s doing. Welkin seeks to get between his teammates and the enemy and force the enemy attention on himself. While at times seemingly slow, proper use of dust can have him striking multiple times rapidly, which can take opponents by surprise. Of course of melee is unwise, he can revert to using his shotgun, though he has to reload often. Welkin is primarily a fighter focused on defending his allies, and the best defense is through a good offense...

Aura Color & Intensity:His aura is on the weaker side, and is a more dark red in color – signifying both courage and wrath in the face of danger.

Semblance: Welkin’s semblance takes a defensive form that gives his body even greater endurance and protection from blows, akin to an armor. The Semblance can’t be used all the time, given his somewhat weaker aura and the fact that keeping it activated can be draining. While in use however, it seems that for every blow he sustains, he retaliates with even more strength to his blows. Being only a rookie hunter, the specifics on how to precisely control it are a mystery, however.

Biography: Born and raised in Schawrz, Welkin was the youngest of three siblings, an older brother and a slightly older sister. He’s seen the mist first hand, the fog creeping through the forest as the woodsmen and lumberjacks quickly fall back, and the cloaked, armed hunters move in to deal with the grimm that lurk within. Each time, a few less hunters would return or they’d be wounded and stone faced. Even then, the losses and pain they felt were laughed off by many of the hunters, who were simply glad to keep the townspeople safe. Welkin was almost envious of that, that they could keep such mirth even in the face of death. Growing up and seeing his elder siblings gearing up to take over the family baking business, Welkin believed that his place was elsewhere, that with every fallen hunter, a new one needed to take its place. His family was not happy with it, at first. They wanted him to have a peaceful life, to just stay far away from the chance at being killed painfully... but as they saw him steadily beginning to craft his weapon, of him talking to the hunters, learning their ways.. They knew his path was set in stone. Reluctantly, they allowed him to leave and attend the academy. They begged him to come back alive and safe, and with a body count of hundreds of Grimm. They even asked him to come back with a girlfriend, something he flushed at even as he tried to hide his own fear of death and the fear he might not see his family again.

Personality: While Welkin keeps some traditional Eis personality traits, such as hard working and a liking of grim, grave humor Welkin tends to be a man who tries to be as good natured and friendly as he can to his friends, and even just allies. He’s eager to prove his skills despite being a late bloomer as a student and is more than able to study, or head out on a mission. While being more of a warrior might throw people off, Welkin continues his family tradition of cooking as a hobby, and is always happy to try and cook a decent meal when he has reason to.. On the field of battle his demeanor changes. He can be defensive of his allies on the front line, and sees killing grimm as a personal challenge. In short, while he can be humble, open, and loyal, he can also become reckless, rash, and wrathful at the worst of times. At times he can also be a shameless flirt, though he tries to not let that get in the way of teamwork and fighting with his allies.

And, that should be everything. If anybody has any questions, please ask away. I'll edit this post as time goes on to turn it into a quick Q&A reference. What is the posting rate?At least once a week, ideally 2-3.

How many characters can I play?As many as you feel comfortable with.

Are Faunus characters allowed?Yes.

Where do I put my completed sheet?Please PM them to Jane Storm and myself.

I'm going to place my interest here! How often do you expect posts and such? (I'm quite busy as I teach Cheerleading in schools and at the weekends and evening, as well as working part time. As you can imagine, it takes up a crazy amount of my time.) Am seriously considering signing up though! Also, would it be possible to make two characters? And are Faunus characters allowed?

Thank you for the info. I think I can manage a couple a posts a week! I will look into getting my characters fleshed out and will hopefully have them done soon. Both are females, one is a normal human, the other will be a Faunus (:

I'll be working on my sheet tonight, I think. Just wanted to say that something seems kind of weird about the dropdown box with the character sheet, i'm having to open it in a quote to just get it out easily. Also, are we allowed to be Fauna? Just wanted to ask for reasons.

Holy crap, it turns out coming up with a character idea is harder than I thought. I already scrapped 3 weapon ideas, and I still can't figure out a semblance.

Would you like some help? Give me a general idea of what you're looking for, and I can try and cook up something specific for you. Or you could bounce some ideas around. Some times, I find, typing them out can help a nebulous thought solidify.

Hi TheHangedMan and Jane Storm,Thank you for approving my first character, Mr. Albert One Stone. I will be sending you some remarks on Mori Koji tomorrow.It will be great fun! I confess I really liked Jane' suggestion. RWBY looks so Japanese!TL

Appearance: At 5'11”, Willum is just an inch over average height. Despite his surname, Willum is less wild looking and more relaxed. He possesses calming blue eyes, and his chestnut brown hair is of a medium length and always just that little bit unkempt, with the tips slightly curled. A smoother, more rounded face and a gentle nose gives him a good natured appearance. As befits someone who has trained in martial arts all of his life, he has the wiry and lean build of a gymnast or boxer, though it's hard to tell since he mostly wears comfortable sweaters and warm slacks, or loose fitting flannel pajamas. With only a slightly paler than normal complexion, Willum looks more like a kindly librarian than a budding hunter.

Weapon: Willum's weapons are a pair of grey metal gauntlets called “Heaven and Earth”. Each gauntlet contain chambers of Dust, 4 chambers in total. The Dust contained reacts with Willum's semblance, allowing him to channel various effects based on the type of Dust, with the gauntlets glowing in response.

Fighting Style: Willum is faster, stronger and tougher than a normal person thanks to his years of training, but he isn't exceptionally so. Where Willum excels at is technique. He is at the right place and the right time to avoid or land blows, and with just the right amount of force. Years of training with multiple teachers also means he doesn't adhere to any one martial art style, and employs a variety of techniques.

Aura Color & Intensity: A brilliant and powerful white, but anyone interacting with him can tell it isn't white because of traditional reasons.

So, I was raised by my five fathers on the outskirts of Feur, on a hill a little out from the town. And before you get any weird ideas, no, my dads weren't in some poly gay relationship with each other. They apparently loved my mother a lot, and took it on themselves to raise me as best as they could. My mother... well I don't know anything really about her, other than I'm like her. I don't even know if she died or just left, my fathers always looked uncomfortable whenever I asked. And I don't even know if they're really my fathers or not. I tried suggesting once they were all my fathers because maybe my mom and fathers were a little on the kinky side, if you get me, but they got really upset and were very firm that wasn't the case. So I think my mother is out there, and maybe my 'father' too.

Anyways, you'd think living on the outskirts of town would be a dangerous thing, but all of my fathers taught me everything they knew, and what they knew was martial arts. Each of them had their own style, and I grew up learning five at the same time. I know part of it was because I was their son, and therefore their first disciple, but I get the feeling they were preparing me for something. I learned the best I could, and it seemed to make them happy, and honestly it was a pretty good life, other than the glaring mysteries of my life.

Skip a few years and they decided that I needed to become a man, and the only way to prove myself was to become a hunter. So here I am. I don't think me coming here is some right of passage into adulthood. I think my fathers have a plan. But I believe in them, even if I don't know what they're up to, so I'm going to become a hunter, and a damn good one at that.”

Personality: Willum is a confident young man, with a naturally upbeat disposition. Ambitious, Willum strives towards being the best he can at what he does, and desires to prove himself as a capable if not excellent hunter. While pulled towards being all that he can be, he does so with a certain foresight and wisdom, knowing that he has to work within his own limitations now in order to expand and grow later.

Well, given his strong aura, I'd say a good Semblance might be for him to have the sort of Glyphs that Weiss and Glynda Goodwitch can use in the show.

The one problem I do see, though, is that in general, excellent physique and a strong aura tend to be exclusionary traits. That's mostly as a matter of game balance; more "mage" like characters shouldn't be good at melee (yet; they could have it as a long term goal, and get better at it as the story continues on), and likewise, the in-your-face-badass-bruisers aren't always that good at 'magic' (using their Aura; likewise, they might have a goal of getting better, and grow as the story goes on).

Well, I was thinking more like he has a strong aura, but he doesn't use it in the sense of 'magic'. It's more like he channels through it through his martial arts, which was why I had such a hard time figuring out what to give him. What I feel is Willum's strong point is technique, he's a technical fighter more so than fast or strong. It's about putting the right amount of energy at the right place, so extravagant displays of power like Glynda's wouldn't fit him.

It's not an issue if the aura is bumped down to medium, I just figured that Weiss could be considered to have a strong aura and she's more of a technical fighter than raw speed or power like Ruby or Yang.